Change city queue system; group of 6 as bare minimum to enter queue

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Banjomissen
Posts: 140

Re: Change city queue system; group of 6 as bare minimum to enter queue

Post#11 » Thu Dec 31, 2020 3:36 pm

Xergon wrote: Thu Dec 31, 2020 2:27 pm
Banjomissen wrote: Thu Dec 31, 2020 2:06 pm It’s not about bothering to group up, it’s about too many classes being punished because they are subpar in the city siege scenario. Forcing those players to group up would result in the same situation as we have now. Small amount of instances, Order losing most, lots of Destro not getting in.

Let the premades fight premades and solo players fight solo players.
The only TRUE BALANCED solo instance would be Solo's vs PvE, anything else will be always one of the side with unbalanced setup.
That’s correct any solo setup will always be somewhat unbalanced but for both sides. You rarely see one pug stomp another pug. There’s always some kind of hope / chance to succeed.

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Przepraszam
Posts: 99

Re: Change city queue system; group of 6 as bare minimum to enter queue

Post#12 » Thu Dec 31, 2020 3:41 pm

TreefAM wrote: Thu Dec 31, 2020 2:49 pm A great suggestion. Honestly I don't understand why solo players are pandered to this much, their presence and contribution is close to none in every single aspect of the game.
nice nonsense there bud
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dirnsterer
Posts: 199

Re: Change city queue system; group of 6 as bare minimum to enter queue

Post#13 » Thu Dec 31, 2020 3:58 pm

I would argue to make city into a realm effort again, your realm does not win a city, no loot for your realm. And on behalf of this make it possible for people to switch instances that are ongoing. So organised wb's try to find other organised ones to ensure the victory in instance or others try to dodge and run some pug instance to **** over the other realm.

But it is really tough to balance and implement I suppose so maybe a glorified big scenario will work with said limitations, but endgame has been far from epic for a long long time.

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Ysaran
Posts: 1345

Re: Change city queue system; group of 6 as bare minimum to enter queue

Post#14 » Thu Dec 31, 2020 4:18 pm

Przepraszam wrote: Thu Dec 31, 2020 3:41 pm
TreefAM wrote: Thu Dec 31, 2020 2:49 pm A great suggestion. Honestly I don't understand why solo players are pandered to this much, their presence and contribution is close to none in every single aspect of the game.
nice nonsense there bud
I think he mean solo player as those pug the join open an and run around as headless chicken. Those ppl are useless, their main purpose is to be cannon fodder for when the enemy charge. On the other hand, true soloers ( those properly specced for it, with double heal pots, absorb pots, etc...) are even more useless since they just try to find the best fight and they don't care much about RvR state, Realm bulshit and so on. So yea, soloers are useless from this perspective

P.S. I agree, group-only queue would be greate
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GamesBond
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Re: Change city queue system; group of 6 as bare minimum to enter queue

Post#15 » Thu Dec 31, 2020 4:25 pm

We will be testing a new queueing system. It does not really align with this specific feedback but it will allow us to gather information and update the queueing system furthermore in the future.

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RuffRyder
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Re: Change city queue system; group of 6 as bare minimum to enter queue

Post#16 » Thu Dec 31, 2020 4:27 pm

Aurandilaz wrote: Thu Dec 31, 2020 12:55 pm
Spoiler:
what title says

Too often one side spends 10-30mins advance in Discord, assigning spots, signing up people, ensuring a 8-8-8 roster with people speccing for rights specs, deciding in advance who is bomb MA, who is ST train MA, who is calling challenge/bellows rotations, who is initial rezzer, which tank is assigned on healer protection duty, who is running which auras... only to realize that by the time you enter city, the enemy has given zero fücks about even trying to form any kind of group that might offer a fight, but have only queued to get their loot from endgame PVP content with zero efforts given to any kind of organization, then expecting to still get their daily pity loot of 1-2 royals for showing up at the right time to lose.
(there is a systematic and now less funny joke of getting into city instance 1 with fast queueing, and having the other side filled with 20 dps, 3 heals and 1 tank combo)

Think about it, after the campaign has been through the woodlands of Ostland where your comrades gave hell to the enemy boxrunners, bleeding dry with your allies on the slopes of High Pass and watch the white snow turn blood red, organizing gorilla warfare ambushes in the backalleys of the ruined city of Praag and doing your best to hinder enemy process, then fighting again and again with your allies through half a dozen zones and suffering the braindamage that you get from joining and surviving through forts - you finally get to fight at the city.

Do you;
A) walk in alone, YOLO, Sigmar take the wheel
B) remain grouped with your comrades, make calls in /5 to organize, join guild warbands, join alliance warbands, make ad-hoc new warband and invite people to your Discord so you have somewhat decent chances of winning and gaining access to loot (giving loot to losing side was a mistake from the start)

No more solo queueing for the epic endgame content from which players are granted access to the best gear available in the game.

Players can now only queue for the city siege if they are in a group of 6, or higher. Hopefully as 12man or 18man or preferrebly as full 24man wb who should take queue priority over any other group trying to get in. The remaining 12+6mans will get mixed in eventually, and if some group is running 7 or 15 or 21 people, then that would mean some spots will be left open.
To prevent these open spots, would recommend increasing city start timer from 10 to 15 mins so people have time to plot their 24man compositions and prepare their bladders and specs for the city siege.
Then, further increase city time to queue from 30 to 40 min, to ensure there is some extra time to organize just in case it is needed, 15-20mins is enough to form a group of 6 (doesnt have to be perfect), or even better groups of 12 or 18.

To encourage grouping further and ensure that winning does matter, would maybe even recommend enabling Stage 3 goldbags to contain pieces of Sov/Warlord gears again. Atm losing side gets less royals (ok) and less bags (ok) - but to ensure that everyone has the incentive to group up in a Massive Multiplayer Online Game and not try to be "im too cool for groups"-guy, there should be extra carrot to have players remain competitive in the final phase of the city siege.
This change should have been done months ago, to have both sides get their shaite together and form somewhat coherent groups for city fights to ensure actual PVP happens to ensure loot happens.
I’d really advocate making endgame content a group effort and gate it behind minimal effort of forming one, but as you may know from your own experience RoR is PuG-friendly already that you can’t totally leave out PuG/solo players from gaining Royal Crests.

One could argue that gaining them from RvR is enough, and with regular play it’s doable even, but too many people already count their missing Royals based on how many more losses and random bags they would need.

Give warbands and groups the first turn and spots, yes.
Try to group them against each other, yes. (I wonder how many Altdorf 1 you guys on TUP played already against PuGs actually.)
Leaves solo people out from queue? No. Just let them face each other when all groups are done.
Never argue with stupid people, they will drag you down to their level and then beat you with experience. (Mark Twain)

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Xergon
Posts: 798

Re: Change city queue system; group of 6 as bare minimum to enter queue

Post#17 » Thu Dec 31, 2020 4:36 pm

RuffRyder wrote: Thu Dec 31, 2020 4:27 pm
Spoiler:
Aurandilaz wrote: Thu Dec 31, 2020 12:55 pm
Spoiler:
what title says

Too often one side spends 10-30mins advance in Discord, assigning spots, signing up people, ensuring a 8-8-8 roster with people speccing for rights specs, deciding in advance who is bomb MA, who is ST train MA, who is calling challenge/bellows rotations, who is initial rezzer, which tank is assigned on healer protection duty, who is running which auras... only to realize that by the time you enter city, the enemy has given zero fücks about even trying to form any kind of group that might offer a fight, but have only queued to get their loot from endgame PVP content with zero efforts given to any kind of organization, then expecting to still get their daily pity loot of 1-2 royals for showing up at the right time to lose.
(there is a systematic and now less funny joke of getting into city instance 1 with fast queueing, and having the other side filled with 20 dps, 3 heals and 1 tank combo)

Think about it, after the campaign has been through the woodlands of Ostland where your comrades gave hell to the enemy boxrunners, bleeding dry with your allies on the slopes of High Pass and watch the white snow turn blood red, organizing gorilla warfare ambushes in the backalleys of the ruined city of Praag and doing your best to hinder enemy process, then fighting again and again with your allies through half a dozen zones and suffering the braindamage that you get from joining and surviving through forts - you finally get to fight at the city.

Do you;
A) walk in alone, YOLO, Sigmar take the wheel
B) remain grouped with your comrades, make calls in /5 to organize, join guild warbands, join alliance warbands, make ad-hoc new warband and invite people to your Discord so you have somewhat decent chances of winning and gaining access to loot (giving loot to losing side was a mistake from the start)

No more solo queueing for the epic endgame content from which players are granted access to the best gear available in the game.

Players can now only queue for the city siege if they are in a group of 6, or higher. Hopefully as 12man or 18man or preferrebly as full 24man wb who should take queue priority over any other group trying to get in. The remaining 12+6mans will get mixed in eventually, and if some group is running 7 or 15 or 21 people, then that would mean some spots will be left open.
To prevent these open spots, would recommend increasing city start timer from 10 to 15 mins so people have time to plot their 24man compositions and prepare their bladders and specs for the city siege.
Then, further increase city time to queue from 30 to 40 min, to ensure there is some extra time to organize just in case it is needed, 15-20mins is enough to form a group of 6 (doesnt have to be perfect), or even better groups of 12 or 18.

To encourage grouping further and ensure that winning does matter, would maybe even recommend enabling Stage 3 goldbags to contain pieces of Sov/Warlord gears again. Atm losing side gets less royals (ok) and less bags (ok) - but to ensure that everyone has the incentive to group up in a Massive Multiplayer Online Game and not try to be "im too cool for groups"-guy, there should be extra carrot to have players remain competitive in the final phase of the city siege.
This change should have been done months ago, to have both sides get their shaite together and form somewhat coherent groups for city fights to ensure actual PVP happens to ensure loot happens.
I’d really advocate making endgame content a group effort and gate it behind minimal effort of forming one, but as you may know from your own experience RoR is PuG-friendly already that you can’t totally leave out PuG/solo players from gaining Royal Crests.

One could argue that gaining them from RvR is enough, and with regular play it’s doable even, but too many people already count their missing Royals based on how many more losses and random bags they would need.

Give warbands and groups the first turn and spots, yes.
Try to group them against each other, yes. (I wonder how many Altdorf 1 you guys on TUP played already against PuGs actually.)
Leaves solo people out from queue? No. Just let them face each other when all groups are done.
And when premade groups cannot get pop cuz one side has more, they should either not get pop at all, or disband and go into soloq which will also be imbalanced, great idea!
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lyncher12
Posts: 542

Re: Change city queue system; group of 6 as bare minimum to enter queue

Post#18 » Thu Dec 31, 2020 4:49 pm

my issue with what you wrote is you assumed city was end game pvp

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RuffRyder
Posts: 334
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Re: Change city queue system; group of 6 as bare minimum to enter queue

Post#19 » Thu Dec 31, 2020 5:12 pm

Xergon wrote: Thu Dec 31, 2020 4:36 pm
Spoiler:
RuffRyder wrote: Thu Dec 31, 2020 4:27 pm
Spoiler:
Aurandilaz wrote: Thu Dec 31, 2020 12:55 pm
Spoiler:
what title says

Too often one side spends 10-30mins advance in Discord, assigning spots, signing up people, ensuring a 8-8-8 roster with people speccing for rights specs, deciding in advance who is bomb MA, who is ST train MA, who is calling challenge/bellows rotations, who is initial rezzer, which tank is assigned on healer protection duty, who is running which auras... only to realize that by the time you enter city, the enemy has given zero fücks about even trying to form any kind of group that might offer a fight, but have only queued to get their loot from endgame PVP content with zero efforts given to any kind of organization, then expecting to still get their daily pity loot of 1-2 royals for showing up at the right time to lose.
(there is a systematic and now less funny joke of getting into city instance 1 with fast queueing, and having the other side filled with 20 dps, 3 heals and 1 tank combo)

Think about it, after the campaign has been through the woodlands of Ostland where your comrades gave hell to the enemy boxrunners, bleeding dry with your allies on the slopes of High Pass and watch the white snow turn blood red, organizing gorilla warfare ambushes in the backalleys of the ruined city of Praag and doing your best to hinder enemy process, then fighting again and again with your allies through half a dozen zones and suffering the braindamage that you get from joining and surviving through forts - you finally get to fight at the city.

Do you;
A) walk in alone, YOLO, Sigmar take the wheel
B) remain grouped with your comrades, make calls in /5 to organize, join guild warbands, join alliance warbands, make ad-hoc new warband and invite people to your Discord so you have somewhat decent chances of winning and gaining access to loot (giving loot to losing side was a mistake from the start)

No more solo queueing for the epic endgame content from which players are granted access to the best gear available in the game.

Players can now only queue for the city siege if they are in a group of 6, or higher. Hopefully as 12man or 18man or preferrebly as full 24man wb who should take queue priority over any other group trying to get in. The remaining 12+6mans will get mixed in eventually, and if some group is running 7 or 15 or 21 people, then that would mean some spots will be left open.
To prevent these open spots, would recommend increasing city start timer from 10 to 15 mins so people have time to plot their 24man compositions and prepare their bladders and specs for the city siege.
Then, further increase city time to queue from 30 to 40 min, to ensure there is some extra time to organize just in case it is needed, 15-20mins is enough to form a group of 6 (doesnt have to be perfect), or even better groups of 12 or 18.

To encourage grouping further and ensure that winning does matter, would maybe even recommend enabling Stage 3 goldbags to contain pieces of Sov/Warlord gears again. Atm losing side gets less royals (ok) and less bags (ok) - but to ensure that everyone has the incentive to group up in a Massive Multiplayer Online Game and not try to be "im too cool for groups"-guy, there should be extra carrot to have players remain competitive in the final phase of the city siege.
This change should have been done months ago, to have both sides get their shaite together and form somewhat coherent groups for city fights to ensure actual PVP happens to ensure loot happens.
I’d really advocate making endgame content a group effort and gate it behind minimal effort of forming one, but as you may know from your own experience RoR is PuG-friendly already that you can’t totally leave out PuG/solo players from gaining Royal Crests.

One could argue that gaining them from RvR is enough, and with regular play it’s doable even, but too many people already count their missing Royals based on how many more losses and random bags they would need.

Give warbands and groups the first turn and spots, yes.
Try to group them against each other, yes. (I wonder how many Altdorf 1 you guys on TUP played already against PuGs actually.)
Leaves solo people out from queue? No. Just let them face each other when all groups are done.
And when premade groups cannot get pop cuz one side has more, they should either not get pop at all, or disband and go into soloq which will also be imbalanced, great idea!
There will always be one realm with more people, you neither can force a group to disband and queue solo, nor will you force solo people to group, unless either side’s choice is “my prio is getting Crests no matter how”.

Why not implement public announcements or an add-on like for ranked solo that shows how many groups are in queue on both sides? Once one side realizes they are alone, it’s their choice to queue solo or group.

A group consisting of people that were solo before and only grouped because they are not getting a pop is not worth more than before btw.
Never argue with stupid people, they will drag you down to their level and then beat you with experience. (Mark Twain)

Nosun
Posts: 112

Re: Change city queue system; group of 6 as bare minimum to enter queue

Post#20 » Thu Dec 31, 2020 5:25 pm

The timing of this post is pretty hilarious as i guess you have not heard that they are going in the total opposite direction and making city more pug friendly at least as a test.

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